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MoutainSplitter

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Everything posted by MoutainSplitter

  1. Yes. That is what I did with the Ferguson Rifle (from New Vegas Bounties I) to get the weapon mod menu to recognize that it could be equipped with a scope. For it to work with all trail carbines, you would have to save your change as an additional plug in. Alternatively, if you just wanted to equip a vanilla trail carbine with a scope, you could disable weapon mod menu, attach the scope and then re-enable the mod. I noticed that when I was in the GECK trying to figure out what was happening. I do use the Weapon Mod manager. Ill try this. Thanks!
  2. http://images.akamai.steamusercontent.com/ugc/550935205548191365/0A41A9B93590B688630CCA62DFB62F189DABC051/ http://images.akamai.steamusercontent.com/ugc/550935205548191558/C1EE4D4847A1CB3B31751FD3C56AE350CF0895D9/ http://images.akamai.steamusercontent.com/ugc/550935205548191702/120F7C085235418CB843D691FBFA89C770E918F4/ Here's some screenshots. It's the custom trail carbine, but using the mesh traincarbinescoped.nif, which don't seem to change appearance, but I set the 1rst person model to trailcarbinescoped as well. When thats set, I can see the gun with the scope. Then all the textures are messed up. Not sure what to do.
  3. I still can't put the attachments on the base game's trail carbine, but I did try something with my unique gun in the GECK. I swapped out the .nif of the trail carbine with the scoped version. Now in game it has the scope sorta, but the textures are all messed up.
  4. I'm not sure what is going on with my game, but for some reason the game says that the trail carbine has no attachments. I can buy the scope, but when I hit "x" to mod it, it says I can't. I even made a different version of the trail carbine in the GECK that uses the attachment and everything, and it still doesn't work.
  5. Thanks! The thread about fixing the headwear worked, now my custom hat isnt floating to the side anymore. Next I'll try the armor addition.
  6. One more question, I edited and made a unique separate version of a hat and some authority sunglasses. Problem is, when I put them on my character, they are floating off to the side, at a 90 angle. Ill post screenshots if needed. How do I fix this?
  7. if possible, when you get around to the bladed gauntlet glove, could there be a version for the cram opener? Im starting to mess around with the geck and I am making my own unique bladed gauntlet, based in appearance off of the cram opener.
  8. Also what does the DummyNVCleaver object effect do? I think it's supposed to add bonus limb damage, but how much? Or does adding this enchantment simply add it to the weapon's description?
  9. I started toying around with the FNV GECK the other day, and I got a few questions. First off, I started by editing a mod (armor mod) that someone made for me via request awhile back, I wanted to know, how can I take the armor's data and put it to a new .esp without having to open up the mod's esp, as to not make the new mod require the old one? I also tried making my own unique gun (a hunting revolver) and I wanted to know where I assign the weapon's textures. I wanted to try editing the texture, and assigning it to the new gun specifically, without the base game's hunting revolver using it. Thanks for any help anyone can provide. The GECK is kinda fun to use, and making little simple mods is fun too.
  10. I checked the WMX, and it doesn't have the .22 scope, just ext mags, long barrel, and a laser. I found mods for a recharger rifle, just the textures are ugly. For the hat, idk, ill have to see how to retexture it. What's Gimp?
  11. I was wondering if someone could make a few things for FNV One was something like the 9mm pistol scope mod, but for the .22 silenced ruger pistol, also if there could be a mod that buffs its damage just a little. If someone could make a version of the Enclave officer's hat, but with no emblem on it, and the same stats as Boone's Beret. Lastly, if anyone could make almost like a unique version of the Recharger Rifle, such as giving boosted damage and ammo cap. Or even just a weapon mod that boosts damage. It's such a cool weapon in game, but utterly useless compared to the recharger pistol.
  12. Ok, thanks. I got everything to work right, and ghost the unneeded .esp's. Thanks for the help!
  13. I bumped your request ahead of Tawatabak's and JPSK's because it didn't require a new model. It's here It's untested in game. There are two versions, one that does everything automatically by script (drop the boxing tape if you want to take it off) and one you can manually equip in your armor tab. Check it out and see if it's good to go. The mod works great. I only used the manual version so far, but it looks nice. Thanks! Here's some screensnots for proof. http://images.akamai.steamusercontent.com/ugc/550933000121824801/B4A02109F1583D116A61047442D9D92E331FB85F/ http://images.akamai.steamusercontent.com/ugc/550933000121824948/A12F1E005EE15BFABB61EAB9EFCC6B31D0EF7B1C/ http://images.akamai.steamusercontent.com/ugc/550933000121825061/E30F9D1404EDF5487AE98D770CCE00834A769F73/ http://images.akamai.steamusercontent.com/ugc/550933000121825178/A54E13638E16923906093D2A8DD1CB0C449D0241/
  14. I just got Wyre Flash, how do I enable ghosting? Or is it on by default?
  15. Ok, cool. Also, when I create the merged .esp file, do I just copy it from the mod's folder and paste it in the FNV Data folder? I'm using the NMM, and if i de-activate the mods, their files disappear from the data folder. Should I manually put all the mod's data that are needed for the merged .esp in the data folder except the .esp's?
  16. I'm using the merge plugins mod, whats the difference between the "overrides" and the "new records" merge methods?
  17. I know I already made a request, but if it were possible, could a armor-glove version of the boxing tape be made?
  18. I looked up another forum, and they mentioned something about making a "mod loadout" to reduce plug-ins in the load order. How would I go about doing that?
  19. the "NEW VEGAS.esp" seems to have been saved the same date I got the FNV application file, or the same time I downloaded the game to my laptop. I don't i've ever seen this .esp before, unless i'm just blind and this is the game's esp for something, i don't know. I just download mods, not make em.
  20. I recently got back into FNV, which I always had a lot of mods for. All of a sudden now, when I install new mods, they have error (!) textures and make other errors. I tried the readius mods, but it would corrupt all my save files and screw with other mod textures. I looked in an old thread: http://steamcommunity.com/app/22380/discussions/0/540738052413612698/ and those who were there said that going over a certain # of mods in the load order screws up FNV's load order or something. I deleted a lot of mods, now to around 140 active mods, 138 active plugins. Included here is a strange screenshot I took showing some weird .esm file, i'm not sure what to make of. Can anyone here help me out? I think i just might have bloated the game too much with mods, but idk. If I need to post a list of all my installed mods if it'll help, ill do it. Anything to play one of my favorite games.
  21. Nah, its not really a big deal. I shoulda looked to see if the knife was a part of the old leftover files from FO3 stuff. Not sure where i'd find the right guard, if anything the guard was just the spiked knuckles, but with the combat knife's blade slapped on it.
  22. Since the trench knife isn't in FNV's data files, does that mean it isn't possible to make it?
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